using Cysharp.Threading.Tasks;
using GameLogic;
using System;
using TEngine;
using UnityEditor;
using UnityEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;

public class ProcedureEvent : TEngine.ProcedureBase
{

    protected override void OnInit(ProcedureOwner procedureOwner)
	{
	}
    protected override void OnEnter(ProcedureOwner procedureOwner)
	{
        ResourceInit().Forget();

    }
    protected override void OnUpdate(ProcedureOwner procedureOwner,float elapseSeconds, float realElapseSeconds)
    {
	}
    async UniTask ResourceInit()
    {
        var initializationOperation = await GameModule.Resource.InitPackage();
        GameModule.UI.ShowUI<EventWindow1>();
        GameModule.UI.ShowUI<EventWindow2>();
    }
}